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Upon entering the meat locker, turn left. In the far room, a Scientist will be running from a Bullsquid. Kill the squid, then pick up the Grenades in the room. In the back of the meat locker, you'll see some crates in a shadowy corner. As you approach, another Bullsquid will burst out of the crates. Deal with it, and then look on the wall for a red switch. Use the switch to activate the freight dolly.

Return to the entrance of the meat locker and climb the ladder to the top storage shelf. Crawl over to the ventilation duct, break the grate, and climb in. There are some Headcrabs around, so be ready to deal with them. Follow the duct to the end and break the grate. Follow the shelves around until you see a duct on the wall across the hallway. Wait for the freight dolly to pass by, then get on it. There are some HEV power canisters in the crates on the dolly, so you may want to get them before climbing into the duct. There is also one to the right just as you enter the duct, next to a dead guard.

Follow the duct to a room filled with Barnacles. Kill them all, and don't miss the HEV power canister and Assault Shotgun shells on the floor. Jump up the ducts until you get to the top of the room. Enter the open duct, follow it until it ends, then climb the stairs.

In the next hallway, a frightened Scientist will jump through a nearby window, a Zombie will break through a walkway above, and another will break through the wall. Kill both the beasts, then climb through the window into the supply room where you'll find some Assault Shotgun shells, the Assault Shotgun (if you haven't picked it up yet), and some first aid kits. The alcove found through the hole in the wall also holds a few items.

Now you must climb up the elevator shaft at the far end of the hall. You'll need to make the jump to the ladder on the opposite wall. It's quite a distance, so try to jump at the last possible moment (and you may want to save before your attempt - it's a long way down). Climb up the ladder to the ledge, and then continue up two more ladders to the top. Unfortunately, there's no way to save the dangling Scientist. At the top, you'll need to jump to the ladder on the elevator. Climb to the top, break the grate, and drop in. Open the doors and prepare to meet the rescue team.

"We've Got Hostiles"

Take this opportunity to fill up on health and HEV power at the two dispensing stations. The Scientist will be frantically pounding on the glass to the control room, begging the guard to open the silo door. Then he'll run off down the hall, walking through the blue laser. Lesson learned: Blue laser equals bad.

Follow the Scientist down the hall (you won't be able to access the security station until much later). At the end of the hall, you'll see two red lasers. You're going to have a hard time avoiding them, so the best thing is to just run through and crouch behind the crate ahead. The laser activates the turret, and you need to take it down. A well-placed Grenade will accomplish this nicely, as will a few Assault Shotgun blasts (though you'll more than likely take considerable damage using the latter method). Search all the crates, deal with the Headcrabs teleporting in, and move out of the room.

Around the corner, there is a blue laser. If you can destroy the emitter, it will take out the laser. Unfortunately, you can't see the emitter. A Grenade tossed in the vicinity will get rid of it, but make sure you stand back. There is another blue laser in the hall. Deal with it in the same manner and move on.

You'll come to a kitchen area. Alien slaves will begin teleporting in. You should have just acquired the MP5, a handy weapon that fires Grenades in its secondary fire mode (unfortunately, the Grenades themselves are few and far between). Take out the slaves, and don't miss the health dispenser on the wall. Head down the ramp. There's a red laser here, just before a room filled with crates and turret-mounted machine guns. You can jump over the laser, but get as far into the room as possible. As soon as you enter, some slaves will teleport in, activating the turrets. Luckily, the turrets can handle them just fine. But, unfortunately, they've been activated. Lob a few Grenades at them, or just take them out with your guns if you don't mind taking some damage. Now jump up to the top of the crate stack, but don't drop down just yet.

There are two more turrets on the other side of the crates. You can easily take out the one directly below you before it has time to activate. The second, nestled by the fire door, is a little trickier. A Grenade will do the trick, but be careful not to throw it too close to the fire door, or else the door will close. If it does begin closing, jump down and crawl under, or simply wait a few moments, and you can open it with the red button on the wall. As soon as you jump down from the crates, Headcrabs will begin teleporting in. Take care of them and keep moving. At this point, you will have begun hearing announcements that Black Mesa is now under military command. All you need to do is make it to the surface and you're home free. You're close, so hang in there.

You'll come to another stack of crates. Climb over, but be careful when you climb down. The floor is wet and there's a gaping elevator shaft at the far end. There's also a red laser just around the corner, with two turrets waiting in the hall beyond. Grenades are your friends here. Bounce one or two into the hallway to take out the turrets, then carefully walk across the water into the hall.

Climb up the ladders in the next room. You'll see a Scientist talking with a soldier. Yikes. So much for the cavalry. Kill the soldier, and keep moving. Take the elevator, and you'll come to another room with some soldiers. These are tricky enemies, but you should be able to handle a few of them while they're concentrating on killing the Scientists. Make sure you don't try to hide from the soldiers (they aren't too shabby at aiming Grenades), just keep moving and firing.

Cross the catwalk. This is a good time to shoot those Barnacles on the ceiling above. They're no threat now, but they'll be trouble later. At the next intersection, there are some blue lasers to the left. Go right into a room with a conveyor belt and a few Barnacles on the ceiling. Shoot the Barnacles if you don't want to try to avoid them, and climb on the conveyor. Run along its length until you come to another room. There are health and HEV power dispensers, as well as some ammo for the MP5. Jump up the boxes and onto the conveyor. Run along it and around the corner.

Before entering the next room, shoot the canisters next to the conveyor. There's some hostile activity ahead, and you don't want to be next to the canisters when the bullets start flying. Take out the soldier behind the barricade. There's a health dispenser on the wall across the bridge as well as some ammo. There are three turrets on the floor under the bridge. Get rid of them, then jump down. You can ignore the blue lasers in the hall - you've already been that way. Go in the direction away from the lasers.

You've got a pretty nasty fight with some soldiers next. They have the height advantage, and they'll stay hidden. Try to keep moving, avoiding the Barnacles if you can. If you're lucky, a soldier or two will get caught in the Barnacles' tendrils. Once the soldiers are gone, climb up the stairs. At the top, there's a health dispenser and some ammo, but watch out for the Barnacle hiding in the shadows on the top level.

Keep moving across the bridge, until you come to a large open room. There are several soldiers waiting down there for you, and one will undoubtedly lob a Grenade at you almost immediately. The best tactic is to run in, MP5 blazing, and pick them off as they run for cover.

You'll soon come across the elevator to the surface. Be careful, as you've seen how unwelcome you are in the eyes of the welcoming committee. Head up, and use the health dispenser near the door if you need it. Three soldiers are waiting for you outside. Be aware that once you take them out, more will come. Run out of the facility and to the left. You'll see a small door with a ladder. Climb down.

In the hallway at the bottom of the ladder, you'll see a door leading to the control ventilation shaft. Open it and step back. As soon as the debris is cleared, get down to the ladder on the wall and climb down to the duct opening. Soldiers will be following you, so watch your back. In the next shaft, there are three duct openings. The top two lead around to various places you've seen but couldn't reach before, most containing supplies. The bottom duct leads to where you need to be. Follow it, then head to the middle duct in the next shaft. Be careful of the fan.

This duct will lead to control room you saw when you first entered the area. A Scientist will tell you to try to make it to silo D. Looks like the surface isn't your answer. First the aliens are after you, now the military. And things are about to get worse. Press the red button on the panel, then leave the control room and enter silo D.

Blast Pit

Things are about to get more dangerous. Use the Crowbar to knock away the blockade. In the next room, you'll see a control booth. Throw the switch to summon the elevator, then climb down and get on. At the bottom, climb into the freight cart.

Activate the cart with the "use" key. You can control the speed by using the "move forward" and "move back" keys while the cart control is active. There will be many Houndeyes and a few Bullsquids in the tunnel. Kill them or just set the cart to top speed and avoid them. As you reach the end of the tracks, make sure the cart is at full power. You'll be thrown across the radioactive waste onto the crates floating within. The crate you land on will break apart, but you can get on the others without taking too much damage. Make it to the cement platform on the other side by jumping across boxes. Kill the Bullsquid there, then climb up the ladder onto the pipe.

On the side of the chamber, there is a pipe with an opening in it. Drop down into the opening and follow the pipe. At the end, jump out. Jump up to the pipe running along the top of the room. Walk over to the balcony and jump onto it (you can also make it from the lower pipe, but it's a bit more difficult). You'll come to another chamber full of radioactive waste. Jump onto the pipe and climb up to the elevator. There are some first aid kits and HEV suit power canisters on the far wall to your left as you enter the chamber. To get there, jump onto the silo base and follow it over to the ledge.

Activate the elevator and take it up. At the top, you'll encounter some Houndeyes, a Bullsquid, and some Headcrabs. Be cautious when shooting enemies on the bridge. If you hit the canisters, they'll explode and you'll have to make a difficult jump across the gap. Enter the silo.

Inside, you'll see that things are worse than you imagined. A huge beast has taken up residence in the silo. You'll have to get ride of it, but conventional weapons aren't going to work. After the Tentacle attacks the Scientist, leave the control room. Climb the ladder leading to the silo entrance, but first take out the Barnacle hanging above.

Destroying the Tentacle takes some effort. There are a few steps, but there are some things you can do to make it easier.

First off, the Tentacle only responds to sound and motion. Crawling puts you in stealth mode, which should help you sneak past its deadly beak. Grenades are once again your friends here. Throw a Grenade at the crates blocking the ladder on the level below you. The Tentacle will go attack that level. Throw another at the boarded-up door on the second floor of the pit; the Grenade will (if your aim is good) take out the boards. Finally, throw the third to the bottom, clearing a path to the door. Climb down the ladder, and stay crouched while you move. Make your way to the doorway on the second level.

Once through the doorway, you're temporarily safe. Exit the silo. If you accidentally blow up the bridge while shooting at the Zombie, just jump onto the pipes to make it across. Follow the pipes to the fuel room. Unfortunately, the door is locked. You need to find another way in. Near the door is a ladder down. At the bottom are two Zombies. Kill them and head down. Go to the grate and break it with the Crowbar. Climb down the ladder to the pipes below. Walk along the pipes and go left at the intersection. You'll come to a ladder. Climb up.

Shoot the Zombie and break the grate at the top of the ladder. Grab the Grenades in the adjacent room, then go down the hall and activate the door. Two more Zombies await you. Take them out, then climb down the ladders to the fan. Get to the fan switch. Before switching it, prepare to move quickly. Once you activate the fan, get back to the ladder as fast as you can and climb up. Now look up. That's where you want to be. Once the fan gets going at top speed, jump in the air stream.

At the top, break into the vent with the Crowbar. Climb in and prepare to fight a few Headcrabs. Make your way through the crawl space, removing any blockades with the Crowbar. You'll come to a ladder down. Climb down and take out the Zombies in the fuel room. Push the buttons marked "fuel" and "oxygen." This will start the flow of both to the blast pit. Climb up the ladder in the room to the exit and head back across the bridge to the blast pit.

You need to get to the doorway on the bottom level of the blast pit. If you can manage it, throw a Grenade down to clear out the doorway, then throw another up onto a higher level to distract the Tentacle. Crawl down to the first level.

If you need to use the Crowbar to clear the doorway, do it fast. The sound will attract the Tentacle and that beak is sharp. Go through the doorway, then jump over the huge gap in the catwalk. The next door will lead to another bridge, again blocked by some explosive canisters. If you hit them while fighting the Bullsquid across the way, use the small pipe to make your way to the other side.

Follow the hallway around, across the puddle and into the large open chamber. There's a Bullsquid and some Barnacles in the room. Kill them, then walk out to the elevator controls and summon the elevator. Climb in. It will stop halfway down. Jump to the ladder on the wall and climb down. At the bottom, talk to the Scientist. He'll tell you to reactivate the reactor.

Walk down the hallway, then jump on the pipe to avoid the radioactive spill. Kill the Zombie, then walk out onto the platform and push the button. The platform will move to the opposite side of the chamber. Climb up the ladder. Watch the platform that is moving quickly back and forth. Time your jump down from the ladder so that you are following the platform. Quickly make it to either of the ladders and climb up. Push the button on the reactor, and quickly climb about halfway back down the ladder. Wait for the platform to pass again, then run to the other ladder. Hug the walls to make sure the platform doesn't knock you off. Climb up the second ladder, and push the second button. This will start the reactor. Climb back down, all the way to the bottom. Use the platform to get back to the chamber entrance.

Once again, avoid the radioactive spill by walking on the pipes. There's a health dispenser near the Scientist, so use it if you must. The elevator is out of commission, so get back to the ladder. Climb up near the top of the ladder. To the right there's a very small ledge, which you can jump to. Walk around the ledge and drop down to the walkway. There's a health dispenser in the room.

You need to get across the puddle in the adjacent hallway, which will be a problem now that the power is back on. Push a few of the boxes into the room to create a makeshift bridge. You'll probably still need to jump a fair way to make it across.

Head back to the blast pit, then start making your way up. Always crawl, and use Grenades to focus the Tentacle's attention on other levels if needed. Once at the top, go to the control room and hit the test fire button. This will get rid of the Tentacle and clear the opening at the bottom of the pit, allowing you through. Climb down the ladder. Don't relax now that the Tentacle is gone; you have a bigger fish to fry next.

At the bottom of the ladder is a pit, and it's quite a fall. Try to land in the water. Swim up and search the ledge. You'll find the .357, a great handgun with a lot of stopping power. Get back in the water and swim under the pipes until you emerge in an area filled with radioactive waste. Climb down the ladder to the health and HEV power dispensers, then climb back up.

Jump onto the pipe running the length of the room, then follow it until you can't fit through the passage. Drop to the pipe below on the right. Follow it to the huge pipe, and climb to the top. Turn the valve to extend the pipe. Drop down into the opening and follow the pipe, jumping over the gap. Eventually, the pipe will break away under you and you'll fall into a room filled with crates. Search the crates to find some trip laser mines, then head into the hallway.

Power Up

You'll come to a large chamber with a Gargantua fighting some soldiers. Don't stop to watch, because the beast will come for you next. Head quickly into the passage just ahead and to the right. You need to make it to the power generator. Unfortunately, the passage is blocked, and the place is teeming with Alien Slaves. Fight your way to the entrance to the track control room. The walkway will collapse beneath you. This is OK; you don't need to enter the control room yet. Turn around, and follow the hallway around.

Fight your way through the Headcrabs and Alien Slaves, following the signs to the power generator. You'll pass a health dispenser near the blocked stairway. Keep moving down the hallway until you come to a valve. Turn the valve to open the door to the hazard waste chamber.

Climb up the ladders to the top room. There are some soldiers and a turret waiting for you. Search the crates in the room, then head down the hallway. You'll come to a heavily fortified area. A soldier waits behind a barricade, but there are some explosive crates behind him. Shoot the crates. If you're in need of health, there's a small alcove just below the entrance ramp with a health dispenser and some Grenades. Head up the ramp behind the barricade. To the right, there's a number of soldiers. To the left there are a few soldiers, as well as a number of crates filled with supplies. Clear out the area to the left first, then head back down the hallway to the right.

A herd of Headcrabs will be dropping in from the ceiling. Let the soldiers and the Headcrabs fight each other, then dispose of anyone that's left. There's an HEV power dispenser just inside the room. Press the button to activate the elevator, but don't get on. Look down. Blue lasers are waiting for you. Toss down a Grenade to take them out, then wait for the elevator, press the button again, and get on.

When the elevator reaches the bottom, you'll have to fight a few Houndeyes. Follow the walkway around to the staircase. Take the stairs all the way down to the maintenance level, near the flooded generator. Watch out for the Zombie. Break the box blocking the generator mechanism, then head up to the next floor. Enter the generator control room, then push the button on the left to turn the generator on. Turn around. A sporadic electric beam is blocking the doorway. Time your exit carefully to avoid it. There's a health dispenser just near the staircase. Use it if necessary, then head back to the elevator.

Another group of guards has occupied the area. Take the elevator up and prepare to fight your way back to the track control room.

You still don't need to enter the control room. Instead, climb up the ladder and jump the gap in the broken hallway. Head back into the room with the beast, and make a quick left down the previously gated area. He should follow. If not, take a few shots at him to get his attention. At the end of the passage, you'll come to a large generator. Run up the stairs to the control switch and turn it on. The beast will walk right into the electrical beam.

Now leave through the door at the bottom of the steps, and head back out into the main area. Climb on the freight car and drive it onto the track direction controller. Get off and run back to the track control room. Use the HEV power dispenser, then flip the switch to change the track direction. Leave the control room (you can just jump through the window if you'd like), climb on the cart, and drive into the tunnel.

On a Rail

Drive the cart until you come to the blockade. Talk to the security guard. He'll tell you that you need to launch the satellite to put an end to the invasion. The military has shut it down, and you have to remedy the situation. Get off the cart, grab the first aid kits, and flip the switch to raise the blockade. Before getting back on the cart, run into the other room and shoot the Barnacles on the ceiling. Then drive the cart onto the lift.

The lift will go down. Move forward through the flooded tunnel. Don't fall off - that water is electrified. At the top, watch for the HEV power canister on the right. Stop the cart, get off, and pick it up. Get back on the cart and continue forward. You'll pass an intersection with a crane blocking the track to the left. Kill the Houndeyes and move on. Leave the track switchers alone for now. Follow the track along until you come to a small alcove with a Bullsquid and a dead soldier. Stop the cart, kill the squid, and jump onto the platform. Get the first aid kit. The crates at the end of the room contain an HEV power canister and a Grenade. Get back on the cart. As you move forward, watch out for the Barnacles on the ceiling above. At the next alcove, kill the squid. Stop the cart and get off. There's a stairway here, with a health dispenser at the bottom. Climb the stairs. Use a Grenade to take out the crates. If the Grenade didn't take out the turret beyond, dispose of it quickly. Flip the switch in the control room to move the crane. Climb back down to the cart and continue forward. When you see the track switcher, shoot it so that you see the arrow pointing left. The cart will move to the track previously blocked by the crane.

You'll come to a lift. Some soldiers are waiting above. The best tactic is to wait until the lift begins to ascend, then jump off. Climb up the ladder and take out the grunt on the first level. There's a health dispenser and some ammo here. Climb the ladder to the second level. Carefully take out the grunt waiting on the tracks ahead, then jump onto the cart and move forward.

Around the first bend, there will be a serious firefight with some soldiers. Deal with the one on the right, then use the barricades for cover. If you want, you can use the mounted gun to take out the rest. On the wall is a switch. Flip it to raise the blockade on the track. Before moving on, do a little exploring.

Up the stairs near the barricade, numerous soldiers are fighting some Alien Slaves. Clear out the stragglers (and beware of the soldier hiding behind the wall in the office at the top of the stairs). Follow the hallway around until you reach another staircase. A soldier waits at the bottom. The hallway goes left and right. To the left, you'll come to a part of the track blocked by two blue lasers. Shoot the emitters to remove the threat. Move back and head the other way down the hall, where you'll find some soldiers fighting some slaves. Finish off whoever is left.

Before going back up, look under the stairway. Turn on your flashlight and break the crate to find a power canister. Break the grate and drop down to find some first aid kits and ammo guarded by some Headcrabs. Now go back up and get back to the cart. Jump across the track and to the other side, where the soldiers have killed some Alien Slaves. There's a switch here you must flip to lift another blockade. Head up the stairs. Fight your way to the back room, where you'll find an HEV power dispenser.

Go back down, board the cart, and move forward.

At the end of the track, you'll encounter some soldiers. You may want to stop the cart just before the end and take them out with a Grenade. Search the bodies, then jump across the tracks to the hallway. Fight the slaves and the soldiers and keep moving. You'll come to a boarded door; behind it is a security guard and some crates. In the room across the hall, you'll find a health dispenser hidden behind some crates. But watch out for the Headcrabs falling from the ceiling.

At the end of the hall, a huge barricade protects a soldier firing a mounted gun. Use the crates as shields and make your way across the tracks, out of the gun's range. Back where the graffiti says "Surrender Freeman," you can toss a Grenade into the barricade to kill the soldier. Go through the blast door and crawl under the blue lasers. Kill the soldier on the walkway below, then climb down the ladder. Go through the blast door. And search the crates in the office for some Magnum rounds. There's also an HEV power dispenser hidden behind the office.

Get on the freight cart and move forward.

Duck under the red lasers to avoid having to deal with the turrets beyond. Near the third turret, you'll see a door. Jump off and go in to find some ammo, along with a Bullsquid, a Barnacle, and some Headcrabs. Get back on the cart and keep moving. Around the next bend, a rocket launcher will begin firing at you. Strafe back and forth on the cart to avoid its fire. Take out the soldier just beyond the rocket launcher.

Blue lasers block the tunnel, so set the cart to a slower speed and jump off. Follow behind it on the ledge next to the track. It will activate the lasers and you won't get hurt. Jump back on the cart when the path is clear.

Jump off at the next area, which is teeming with Alien Slaves. Kill them all, and use the health dispenser. Go through the hallway until you come to a stairway blocked by some crates. Jump over the crates and head up. Kill the soldiers and flip the switch to raise the blockade. There's an HEV power dispenser here. Go down to the track. Don't get back on the cart you rode in on - that track leads to a deadly trap. Jump on the other and move forward.

Stop well before you get to the next blockade. There's a large group of soldiers nearby, guarding the switch. Try to take them out without entering the room yet; there's a large gun waiting around the corner. Run in and climb the ladder, making your way next to the gun. Throw a Grenade into the barricade to take out the gunner. Use the dispenser, flip the switch, and get back on the cart.

Stop the cart before you get to the lift. There are numerous soldiers, and it's easier to fight them on foot. Climb up and search the crates. Walk around the small ledge of the lift shaft to find the items nestled in the open grate. Once the area is clear, climb down to the cart and move it onto the lift.

At the top, some stray electric surges sporadically block the path. Stop the cart before each one and time your movement forward so you don't get hurt. Set the cart on its slowest speed, jump off, and follow. It'll activate the laser traps waiting around the next corner. Get back on and duck under the boxes in the next room. At the blockade, two soldiers will be waiting. Take them down and flip the switch.

Stay down through the next room and the next tunnel, avoiding both the crates moving overhead and the rocket volleys being fired your way. Take out the soldier as you pass the rocket launcher. The next room has more stray electricity. Time your movements so you don't get hurt. At the track switcher, shoot it so the arrow is facing forward. You're about to hit the end of the line.

Get off the cart and toss a Grenade down the ladder chute to take out the blue laser below. Climb down, and jump off the ladder to avoid activating the turrets. In the room at the bottom, you'll find some Grenades, a health dispenser, and some Zombies. Move down the track when you're finished here. Around the bend, you'll find a big gun. Use the crates and barricades to avoid its fire. Take out the soldier and then kill the gunner with a Grenade. Search the crates and head up the stairs.

Outside, listen to the soldiers talk about you, then kill them. Watch out for the hidden turret on the wall to the left. Head toward the blast door, and open it with the keypad. You'll have to fight three more soldiers to make it to the next blast door. There's a big gun in the corner to your left that will help, along with some first aid and Assault Shotgun shells. Once the soldiers are gone, go in. Those red lasers blocking the stairway are lethal. Use the metal crates to make a ladder up to the ledge, then jump up, avoiding the stairs altogether.

Through the door you'll see two more soldiers. In the computer room, you'll find a health dispenser. Get to the control room and push the big red launch button. After the rocket has launched, head out of the control room and back outside. Go through the big blast doors and head through the huge door, which is now open.

Climb down the ladder; you'll find plenty of supplies in the crates, including some Satchel Charges. Get on the cart and start moving forward.

Apprehension

When you see the soldier throw the explosive on the track, jump off of the cart. Kill the soldiers and jump into the flooded chamber below. Explore the various rooms on the first level to find some ammo. The room is divided into two parts: the side with the cart you were just thrown from and the other side. If you get stuck on the cart side of the barricade, you can wait until the barrels are released to jump across. Fight the tormented Scientists, and then make your way up to the health dispenser. Once you land back in the flooded room, jump to the other side of the barricade. The door at the bottom of the pool is the one you want. Keep the Crowbar ready to fight the alien larvae that'll bite you along the way. Follow the underwater passage, and go through the first metal door on your right to get some air.

Keep swimming down the hall. You'll come to a room with a grate on the floor. Break it, swim down, and take the passage to the right to find a room with lots of ammo. Open the door and leave the room .Go through the passage straight ahead, where you'll find dry land.

In the next room, you'll find some Barnacles and a pool containing an Ichthyosaur. Follow the walkway around to the ladder. Climb up and talk to the Scientist, who will tell you about the tranquilizer Crossbow in the next room. There are health and power dispensers on the wall if you need them. Walk out onto the beam and drop into the shark cage to get the Crossbow. The cage will fall into the pool. Shoot the Ichthyosaur with the Crossbow until it stops moving. Swim up to get some air. Go underwater again and find the valve near the pipes. Turn it to open the grate. Swim under the grate, get the tranquilizer ammo, and walk up the stairs.

Follow the stairs up and go left at the top. In the next room, you'll see some Barnacles and some shells on a crate. When you jump on the crate, some slaves will teleport in. Kill them and enter the hallway.

Around the corner, you'll see a wet walkway with some Ichthyosaurs swimming in a pool below. Carefully walk along it, jumping over the first gap and staying in the middle. After the first turn, the walkway will partially collapse and a slave will teleport in. If you're in the middle, you'll be OK. If you fall in, hurry to the ladder behind you and climb back up. Walk to the second gap in the walkway and jump over. It's a difficult leap to make. Once at the end, jump into the hole in the fence and swim into the passage under the sign that says "generator control."

When you emerge, kill the Bullsquids. Go through the passage on the right and push the crate off the walkway. Turn on the generator by pushing the button on the control panel. Drop down to the floor. Walk to the middle piston. Jump onto the bottom pedestal, but be sure not to be under the piston. Jump on the piston when it lowers, then jump off, onto the ledge to get the charges. Drop down. Push the metal crate to the wooden crate blocking the ladder in the corner. Jump onto the metal crate and break the wooden crate with the Crowbar. Jump up and climb the ladder.

In the next hallway, you'll find a health dispenser. Be careful. As you approach it, a Bullsquid will teleport in. Kill it and go down the hall.

In the computer room up the stairs, you'll encounter some slaves and some Headcrabs. Clear out the room and the Scientist will open the security door. Use the HEV power dispenser on the wall and talk to the Scientist. Open the door to the freezer and quickly fight your way to the ladder in the back. Climb down.

Follow the colored pipes to the elevator, killing the slaves that teleport in on the way. Take the elevator up and talk to the guard. He'll get assassinated halfway through his sentence. Hunt down the Human Assassins waiting in the next area, keeping your back to the wall so they don't sneak up on you. The sniping mode on the Crossbow is a good way to get rid of them. In the area, there's a small U-shaped tunnel that leads to a supply room. You can wait for the Human Assassins there, as they will come after you. In the supply room you'll find ammo and a health dispenser. Once the Human Assassins are gone, climb up the stairs to the access switch. Turn the switch to open the doors, then run through. Free at last.

Um, not quite. You need to quickly jump up the boxes to escape the trash compactor. Once you're safely on the ledge, walk across the compactor and pick up the Crowbar on the opposite ledge. Now climb down the ladder and go through the grate on the floor.

Residue Processing

Follow the pipe until you come out in an outdoor area. Run to the opening and continue on to the silo, fighting the Headcrabs that appear. Turn the valve, quickly climb up the ladder, and drop onto the lift going down. Turn on the flashlight and enter the pipe. Follow the pipe to the grate. Break it and drop down. The guard can't be saved. The Barnacles will get him. Wait until his remains drop and grab the gun, then take out the Barnacles. Use the health dispenser on the far wall. Walk down the hallway to the observation area. Avoid the Barnacles. Walk down the stairs to the HEV power dispenser, and use the Crowbar to get rid of the Headcrabs. Both doors are locked, so walk back up.

Walk back to where you first entered the plant. Climb up the ladder on the vat and jump across the floating debris. Plan to do a lot of jumping in this area.

When you exit the pipe, you'll need to jump across the rising platforms to the exit on the other side. Jump to the platform to your right as it rises, then jump straight ahead as the next platform goes downs. Quickly jump to the platform in the corner of the room, then over to the platform near the exit. Jump to the exit and continue on. If you fall, you need to climb up the ladder on the platform near where you entered.

In the next room climb along the pipe on the left side of the room. When it gets narrow, jump to the pipe on the right. Exit the room. In the following room, there are two rotating arms in a vat of hazardous waste. Before you make your way across, you may want to use the health dispenser on the wall in the room, below the vat. There's a ladder down just to the left of where you entered. To get across the vat, jump to the first turning arm. Walk out to the end and jump to the second arm as it passes. Stand on the end of the second arm to reach the exit pipe.

In the next room, jump off of the conveyor belt and search the crates to get some ammo and first aid kits. Get back on the belt and ride it up. You'll drop down into some liquid waste. Follow the stream into the second room, but quickly make your way to either side and climb out before the grinder crushes you. Follow the passageway and jump back into the liquid. Swim down and around the second grinder. Stay submerged to avoid the flames in the next room. Swim under the third grinder, and then go into the small alcove to your right, where you'll find a health dispenser.

Drop back down into the water and climb out on the right side of the next room. You'll pick up a .357, which you can use to kill the Bullsquid attacking the security guard. In the control room, you'll find a health dispenser, some Satchel Charges, and some HEV power canisters. There is another control room with three levers just to the right of the conveyor belts. These control the direction of the belts. Make sure all three belts are moving away from the water, and then go back to the control room with the dead guard.

The button on the control panel will stop the stampers for a short period of time. Try to stop them when both the right and middle stampers are up. Run over and jump on the right belt. Jump to the middle belt and ride it out of the room. You'll have to avoid some horizontally moving pistons in the next passage. Time your movements so you don't get hurt. The next passage has vertically moving pistons. Their patterns are erratic, so hang back until you know it is safe to move.

In the next area, you need to make your way from conveyor belt to conveyor belt. If you fall, follow the signs to the exit. You'll pass a health dispenser and a Bullsquid on the way, and start back near the beginning of the belt maze. Keep jumping from belt to belt. Move quickly in the furnace as you pass through. When you come to two belts running in opposite directions, drop to the one moving away from you, on the left as you look down. Throw a Satchel Charge on the other and detonate just after it passes by the blue laser. This will not only take out that laser, but also another one around the corner, out of view.

Follow the passage around and jump from belt to belt in the next area to avoid the rollers. Drop to the floor below, and drop through the jaws as they open. As you approach the end of the conveyor, jump to the ledge, but watch out for the Barnacles. Walk through the hallway.

Questionable Ethics

Climb up the ladder and break the grate with the Crowbar. There are numerous Houndeyes in the next room. Before climbing up, throw a Satchel Charge in the room and climb down. Detonate the charge. If you don't have any, you'll have to take your chances with firepower. Climb up and jump onto the box by the electrified fence, then to the kennel on the right. Jump over the fence. Use the health dispenser, then head down the hallway.

Look at the grunt in the glass cage. He'll begin pounding on the glass. Quickly break the glass on the red button and press it. The grunt will escape, but you can run down the hall and avoid serious damage. Get to the small lab at the end of the hall and enter the control room. If the grunt is following, wait until he enters the room and press the button. Use the health dispenser on the wall and exit the lab. Kill the soldier outside the door and talk to the guard. Walk up the ramp.

Take out the soldiers in the entry area. At this point, you should have acquired an Assault Shotgun and an MP5. Head up the stairs and around to the second small lab. Open the cages by pressing the button between them, then run into the control room. You may want to have the guard wait outside if he's following you. Press the button in the control room to clear out the Headcrabs, then search the cages for the Crossbow and some Snarks.

Exit the lab and walk down. Drop some Snarks into the hallway, then take out the remaining soldiers. Turn right at the intersection and head down the sloped walkway. Walk through the room at the bottom, grab the HEV power canisters, and go through the doorway up to the observation booth. Pick up the laser emitters on the way. Shoot the active laser emitters in the corner of the room below, and grunts, both alien and human, will come into the room. Watch the battle, then head back down to kill the survivors and search the bodies.

Walk into the newly opened passage, and follow it around (killing the soldiers in your path) until you come to a stack of boxes. Break through the first few boxes, but be careful not to activate the laser trap in the back of the room. Use the health dispenser and keep moving down the hallway, past the Headcrabs in the glass cages. When the cages break open, kill the crabs and move to the middle of the hall and up the steps.

Some soldiers will be fighting Bullsquids. Wait until they're finished, then move in. Kill the survivors. In the first passage on the left, listen to the Scientist and his assistant discuss the experiment. When everything goes kaboom, go in and pick up the Gauss Gun. Push the red button on the console to activate the laser. Go back to the main hallway and enter the room just ahead. Push the button to activate the second laser. Pick up the HEV power canisters, then walk all the way to the room at the end of the hall. Push the red button on the console near the health dispenser to activate the third laser. Finally, walk down the hallway across from here to the room filled with Houndeyes. Activate the fourth laser.

Search the crates in the area for ammo, then go into the room where all of the lasers are headed. Push the crate against the wall under the laser shield, then activate the beam. It will blow a hole in the wall. Jump to the pipe, then down to the ledge, and finally to the ground. Open the door and talk to the Scientists. In the next room, turn off the surgical unit. Ask one of the Scientists to follow you and walk down the hallway past the Headcrab cages. If you haven't killed them yet, you'll have to so that the Scientist will follow you.

Walk back to the entry area, and the Scientist will open the security door. Listen to the Scientist, who'll tell you he's going to alert the lambda team that you're on the way. Go through the revolving door.

Kill the soldier just outside the door. Shoot the explosive boxes blocking the tunnel, then run to avoid the turret fire. Press the button to open the door, and get ready to fight your way to the lambda complex.

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